I tried deleting them and producing new ones, it kept coming out as being really obvious that that's what I was doing.

I have the first player Instantiate a garage full of vehicles and store them in the scene. Then whenever a new player enters, they grab one of the vehicles, and put it back in the garage when they leave. So the planes never Instantiate or Destroy.
Whichever player is driving sends his position co-ordinates to all the other players, and that's a variable that can change whenever. If nobody's driving, then default back to Player 1.

If Player 1 leaves then I guess all the vehicles fucking dissapear, but I'll fix that later.

At 2/18/13 03:56 PM, Glaiel-Gamer wrote:
its just each player sending info on where the objects they control are a bunch of times a second, and when other players receive those packets they move the objects / set the variables (/ call functions the server tells them to call), and its like... its that simple? and it works? I guess I was always over thinking it

I think you might run into some bigger problems with this at scale. For instance, if the server is not authoritative then it could lead to players exploiting the game. Also this doesn't sound particularly optimized. If you had 1000 players in a game then I wonder if you could run into latency problems, because you are not really optimizing your network traffic. I think what you're doing now makes a lot more sense then wasting time building your own architecture, though; for sure.

At 2/18/13 03:56 PM, Glaiel-Gamer wrote:
its just each player sending info on where the objects they control are a bunch of times a second, and when other players receive those packets they move the objects / set the variables (/ call functions the server tells them to call), and its like... its that simple? and it works? I guess I was always over thinking it

I think you might run into some bigger problems with this at scale. For instance, if the server is not authoritative then it could lead to players exploiting the game. Also this doesn't sound particularly optimized. If you had 1000 players in a game then I wonder if you could run into latency problems, because you are not really optimizing your network traffic. I think what you're doing now makes a lot more sense then wasting time building your own architecture, though; for sure.

this is how unity built in stuff works, and I'm perfectly away of the risks of people exploiting the game, and I know it'll probably end up widespread at least in public lobbies, but i'll give the host the ability to kick people or ban them, and cause the game isn't that competitive and I wont tie rewards into winning matches, I don't think it'll matter too much.

I can just make it so if a player gets -kickban'd from a few different host servers, they get marked as a cheater and can't join games that disallow cheaters

This group project is just a bad game of Dota 2. Matchmaking puts a frat bro on my team who like 30 minutes ago sends the files I asked for 5 days ago. The other guy is helpful occasionally but overall hasn't really done anything. They always want to do group meetings and dick around the day before it's due instead of just fucking doing something. The report had been sitting in google docs for 3 days waiting for the files so I could finish it.

My friend says from tomorrow on, the class gets worse. It would be ok if we got to choose partners from here, but I have no idea what will actually happen.

Anyway, just cutscenes, music, and saving/loading and I'm finished this RPG.

This is a cool idea. Several indie game studios, including Mojang, have gotten together for a game jam to raise money for charity. It'd be really neat to see Newgrounds host something like this, but I'm not sure how exactly it would work. I know in the past that Tom has encouraged jammers to funnel ad revenue to charity accounts, but I don't think that option was very popular.

This is a cool idea. Several indie game studios, including Mojang, have gotten together for a game jam to raise money for charity. It'd be really neat to see Newgrounds host something like this, but I'm not sure how exactly it would work. I know in the past that Tom has encouraged jammers to funnel ad revenue to charity accounts, but I don't think that option was very popular.

Thoughts?

maybe in one of the jams, youre given a charity from a pool and you have to use that cause/whatever as the direction you base your game on?

At 2/20/13 03:05 PM, Luis wrote:
maybe in one of the jams, youre given a charity from a pool and you have to use that cause/whatever as the direction you base your game on?

That would actually be really cool, though a single charity wouldn't get very much from one game (I don't think they care how much the donation is, though). Maybe have a pool of charities smaller than the number of teams? Or just split up the total across them all.

It could be geared toward the rest of the community as well: maybe donate a dollar (via NG store or something) and get some unlockable in the game. That'd be pushing the 2 day limit, and idk if the api has access to any store data. Plus getting the word out about different charities and stuff.

At 2/20/13 06:16 PM, Mr-Shark wrote:
Someone check this out and tell me how it runs, I purposely filled it with shit to see how slow some computers will run. Theres also a mushroom to eat which also needs to be ran it adds many filters.
http://www.newgrounds.com/projects/view/533118

or some such nonsense. This causes the application to exit (but not go away) when sent to the background, effectively pushing a big red reset button when you switch to another task (or minimize the application) for any reason whatsoever.

speaking of FD, a new version recently came out, accounting for SDK and FP updates, as well as improvements to mobile device support and other such things. Get it while it's hot!

Could use some more people to test my game. I've added the ability to chase little birds aroind the map. Walk up to a baby bird walking at the start, press "a" and it will startle them and make them jump and flutter in the direction you are facing. This will be used be certian levels and objectives where you have to guide extra characters through the levels. Need people to try and make the baby birds clip through the wall of some how disapeare off stage. There are 5 birds in total in this test, if you still have 5 after moving them all around the map then thats good.

At 2/23/13 04:15 PM, Innermike wrote:
Jesus when did it become so god damn hard to find an artist? I've literally been looking for one for over a year now haha what is my life.

I wish you luck. After a dry spell, I have 3 artists I'm working with now :D

So, embedding fonts is dumb. It just did not want my font. I used the esoteric functions of the font class, and those told me the font was embedded, but it wouldn't show up in the textfield (yes, I used embedfonts before setting the format and that before setting text). Luckily, Flash Pro isn't COMPLETELY useless, and I could embed the font from a swf. Same with embedding wav audio files.